Sugar Goes Spelunking: an Engine to Build Your Own Text Adventure Avita Rutkin Union College - Schenectady, NY

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Sugar Goes Spelunking: an Engine to Build Your Own Text Adventure Avita Rutkin Union College - Schenectady, NY Union College Union | Digital Works Honors Theses Student Work 6-2012 Sugar Goes Spelunking: An Engine to Build Your Own Text Adventure Avita Rutkin Union College - Schenectady, NY Follow this and additional works at: https://digitalworks.union.edu/theses Part of the Neuroscience and Neurobiology Commons Recommended Citation Rutkin, Avita, "Sugar Goes Spelunking: An Engine to Build Your Own Text Adventure" (2012). Honors Theses. 891. https://digitalworks.union.edu/theses/891 This Open Access is brought to you for free and open access by the Student Work at Union | Digital Works. It has been accepted for inclusion in Honors Theses by an authorized administrator of Union | Digital Works. For more information, please contact [email protected]. Sugar Goes Spelunking: An Engine to Build Your Own Text Adventure By Aviva Hope Rutkin ********* Submitted in partial fulfillment of the requirements for Honors in the Department of Neuroscience UNION COLLEGE June 2012 2 ABSTRACT RUTKIN, AVIVA HOPE Sugar Goes Exploring: An Engine to Build Your Own Text Adventure. Department of Neuroscience, June 2012. ADVISOR: Kristina Striegnitz Computer games can be effective educational tools. Studies show that classroom computers increase students’ motivation to learn, promote collaboration among peers, and have the potential to improve classroom performance. Text adventures, a form of technological storytelling, particularly align with many of the qualities of successful learning games. To that end, I developed an activity for Sugar, One Laptop Per Child’s free and open-source desktop environment, in which children can create and play their own text adventures. My activity, Spelunk, will launch on Sugar in the spring of this year. 3 “When I played Zork, I felt like I was in that world, and the computer screen disappeared, and it was like I was reading a book, only even cooler than reading a book.” Paul O’Brian, interactive fiction author 4 1 Introduction 1.1 Classroom computers The idea of using computer games as educational tools is by no means new. The combination goes as far back as 1971’s Oregon Trail, and has been studied intensely by computer scientists, educators, psychologists, and media scholars alike. While some researchers were initially wary of computers’ potential for distraction, many have discovered a variety of benefits to technology into the classroom. First, computers increase students’ motivation to learn. They have been linked to higher levels of student engagement, better classroom discipline, higher attendance records, and increased self-reported interest in learning. There are positive effects for teachers as well; teachers who have computers in their classroom have an easier time planning and delivering lessons, and they make an active effort to include computers in instruction more often. [1][2] Computers have even been found to improve the attitudes of parents to their children’s classroom. [3] Second, computers promote collaboration between students. Some educational psychology theories, such as cognitivism and social development theory, argue that this is crucial for a good learning environment. Numerous studies show that computers do in fact lead to increased teamwork in the classroom, often indirectly encouraging students to work together in search of a solution. [3][4] Games are particularly effective in this regard. As psychologist Dr. Janette Hill elegantly states, Research into psychological and sociological benefits of play also revealed that games support intrinsic motivation as well as opportunities for imitation and learning by providing feedback, fantasy, and challenges. By creating virtual worlds, games integrate knowing and doing. Games bring together ways of knowing, ways of doing, 5 ways of being, and ways of caring: the situated understanding, effective social practices, powerful identities, and shared values that make someone an expert. When students work together, they help each other learn new skills and concepts more quickly. By doing so, they also take the pressure off of a potentially overwhelmed teacher in a crowded classroom. [5] Studies are divided over whether classroom computers have a definitively positive or merely a neutral impact in the classroom. However, the benefits that some research has unearthed are not insignificant; classroom computers have been linked to increased nonverbal IQ scores, enhanced reading skills, and improved memory performance. One study of thousands of American fourth graders and eighth graders concluded that computer use was positively correlated with academic achievement in mathematics and the social environment of the school. [1] Another assessment, a large-scale randomized evaluation of a laptop program in rural Peru, suggested that “the estimated impact [of laptop presence] on the verbal fluency measure represents the progression expected in six months for a child.” [6] While a few continue to question the strength of these connections, there is little research suggesting that the machines have an opposite, negative impact. The more likely explanation for the disparate conclusions is that there are effective and ineffective ways to integrate computers into the classroom. With respect to games, those that are simplistic, repetitive, or patronizing are usually found to be educationally unproductive. [7] In an influential paper published in 1980, video game design scholar Thomas Malone identified a number of key characteristics for success with computer games, including: An easily understood goal Uncertain outcome due to variable difficulty, multiple goals, hidden information, or randomness 6 Fantasy fulfillment Concrete feedback to the player A broad range of challenges [8] Meeting all of these requirements can, of course, be a formidable challenge, and they only go so far as to tell us how to make games engaging, not educational. Game designers must find a way to incorporate all of these characteristics and still more if they wish to find success with a particular endeavor. 1.2 Text adventures A text adventure is a computer game in which the player explores a virtual world through the written word. Forest Path This is a path winding through a dimly lit forest. The path heads north-south here. One particularly large tree with some low branches stands at the edge of the path. > go north Clearing You are in a clearing, with a forest surrounding you on all sides. A path leads south. On the ground is a pile of leaves. > kick leaves Kicking the pile of leaves isn’t notably helpful. > move leaves In disturbing the pile of leaves, a grating is revealed. > open grating The grating is locked. Figure 1. A sample exchange from ZORK I: The Great Underground Empire, released in 1981. [A] 7 Text adventures are a type of storytelling called interactive fiction; they require written action on the part of the player in order to move forward in the story. “The tensions at work in a cybertext, while not incompatible with those of narrative desire, are also something more, a struggle not merely for interpretive insight but also for narrative control: ‘I want this text to tell my story; the story that could not be without me,’” explains video game scholar Espen J. Aarseth. [9] The player exercises autonomy within the confines of the text adventure’s novelistic script by typing simple sentences such as ‘go east,’ ‘take lantern,’ and ‘kill thief.’ He or she must also solve a series of small logic puzzles scattered throughout to reach the end of the story and win the game. The first text adventure was, in fact, named Adventure. It was written in 1975 by a programmer named William Crowther as a detailed simulation of the Flint Mammoth Cave System in Edmonson, Kentucky. The game remained remarkably faithful to real-world geography, and included fantastical treasures as incentives for the player to continue exploring the caves. Although the game was originally intended only for his two young daughters, Crowther uploaded Adventure to the Internet precursor ARPANET, where it eventually piqued the curiosity of graduate student Don Woods. “I realized that it was unlike anything I had encountered up to that point,” Woods said. [10] He wrote to Crowther asking for permission to improve the original code; upon receiving it, Woods debugged the program, added a scoring system, and stocked the cave with additional magical elements. The resulting work, renamed Colossal Cave, gained more widespread popularity through ARPANET and the user group DECUS, and it is widely credited for kick starting a decade of impassioned text adventuring. 8 Pursuant text adventures run the gamut of styles, including labyrinthine games like the famous Zork series; whodunit mysteries such as Deadline, in which the player must apprehend a murderer; digitized walkthroughs of famous novels, both fanatically canonical and unexpectedly derivative; sexualized storylines like Leather Goddesses of Phobos, which can be played on several different ‘naughtiness’ levels; and unconventional moralistic tales, most notably A Mind Forever Voyaging.1 Games were occasionally sold with ‘feelies’—fake documents, evidence, or merchandise—which added an element of realism to the gaming experience. [11] The majority of text adventures were produced by Infocom, a software company founded by a group of MIT students in 1979. Infocom patterned their games off of the original Adventure epic, with an added emphasis on the need for problem solving. “Although our games are interactive fiction,” read one edition of the company newsletter, The New Zork Times, they’re more than just stories: they are also a series of puzzles. It is these puzzles that transform our text from an hour's worth of reading to many, many hours’ worth of thinking. It is these puzzles that cause a player to suddenly leap out of bed in the middle of the night and run to his computer because he just thought of a possible solution to a problem. The value of our games is that they will provide many hours of stimulating mental exercise. [12] Many puzzles require the player to experiment with language. For those who are playing without any guidance, this task can prove quite difficult.
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